54
1 Game Production: Introduction Fabiano Dalpiaz [email protected]

Game Production: IntroductionAddiction The excessive or compulsive use of video-games, which interferes with one’s life Social isolation Mood swings Diminished imagination A special

  • Upload
    others

  • View
    1

  • Download
    0

Embed Size (px)

Citation preview

1

Game Production:

Introduction

Fabiano Dalpiaz

[email protected]

2

Outline

1. Course overview

2. Course schedule

3. Passing the course

4. Website and material

5. Q&A

6. Defining videogames

7. Game genres

8. The game industry

9. Social aspects

Contents of the course

3

1. Course overview

World of Warcraft as a videogame

“World of Warcraft" by juanpol is licensed under CC BY 2.0

4

1. Course overview

The core business of Blizzard Entertainment

20+ years of history

In 2008, peak of 11.5M subscribers

Currently, 5.6M

Almost 10M in the previous (2014) edition of this course

Over 100 million accounts over the game’s lifetime

(World of) Warcraft as a product

Retrieved from Wikipedia on August 5, 2015

5

1. Course overview

The original WoW was released in 2004

Newer versions come as “expansion sets”

Additional software (for sale!) that adds new content and features to the game

Five expansions so far

Burning Crusade (2007)

Wrath of the Lich King (2008)

Cataclysm (2010)

Mists of Pandaria (2012)

Warlords of Draenor (Nov 2014)

The Warcraft expansion mechanism

Retrieved from Wikipedia on January 15, 2014

6

1. Course overview

By successfully attending the course, the student:

Learns the fundamentals of game production

Knows the activities, roles, and tools in game production

Is aware of the challenges of game production

Has hands-on expertise with techniques that support game (and software) production

Learns the difference between production in large studios and indie production

Intended learning outcomes

7

1. Course overview

The course is NOT intended to:

Teach how to develop a game

Explain in detail all existing techniques of phase in game production

Build a professional that can immediately be hired as a game producer

Experience is needed to do so

Teach all the principles of game design

What is out of scope?

8

1. Course overview

Active participation in the lectures

Enthusiasm in the practical activities

Timely delivery of assignments

Attendance of the activities

Not enforced, but warmly encouraged

The exam will cover all the presented and discussed topics!

What do I (Fabiano) expect from the students?

9

1. Course overview

Interactive teaching mode

Active practical activities

Fast response to questions

Initially via e-mail

If needed, a meeting will be scheduled

Well-defined grading scheme

What can you expect from the lecturer?

10

2. Schedule

Production processes and roles

Project planning

Agile development via Scrum

Indie games

Concept and pitching

Game design and development

Project risk management

Requirements engineering for games

Game development

Business models

Argumentation to resolve conflicts

Reuse of games

Quality assurance: testing games

Covered topics

11

2. Schedule

Lectures given by the lecturer

Guest lectures on selected topics

Interactive hands-on sessions

Discussion sessions

Hands-on workshops

Instructional methods: overview

12

2. Schedule

Guest lectures

Garm Lucassen

User stories workshop

Ph.D. Student

Floris Bex

Argumentation workshop

Assistant Professor

13

2. Schedule

Great opportunity to meet Dutch game companies in Utrecht, and play games

You are warmly encouraged to visit and interact!

Do you wanna know more about the game industry?

14

2. Schedule

The course is in timeslot D (D1, D4, D5)

Three meetings per week

Wednesday 13.15 to 15.00: BBG-205

Friday 9.00 to 10.45: BBG-083

Friday 11.00 to 12.45: BBG-175 CLZ + BBG-103 CLZ

• I will try to fit you all in one room though…

Lectures start on September 4, 2015 – and end on October 30, 2015

Practical information

15

2. Schedule

Week 1

Sep 4, Friday I: Introduction to the course

Week 2

Sep 9, Wednesday: Game production

Sep 11, Friday I: Planning and risk

Sep 11, Friday II: Agile development

Week 3

Sep 16, Wednesday: User stories workshop

Sep 18, Friday I+II: Game production/pitching workshop

Detailed planning (may change)

16

2. Schedule

Week 4

Sep 23, Wednesday: Game development

Sep 25, Friday I: Initial project presentations

Sep 25, Friday II: Planning and risk workshsop

Week 5

Sep 30, Wednesday: Game design

Oct 2, Friday I: The business of games

Oct 2, Friday II: The business of games: workshop

Week 6

Oct 7, Wednesday: Midterm exam

Oct 9, Friday I+II: Argumentation workshop (Floris Bex)

Detailed planning (may change)

17

2. Schedule

Week 7

Oct 14, Wednesday: Advanced requirements engineering

Oct 16, Friday I: Designing serious games

Oct 16, Friday II: Workshop on advanced RE

Week 8

Oct 21, Wednesday: Reuse

Oct 23, Friday I: Testing

Oct 23, Friday II: Workshop on reuse

Week 9

Oct 28, Wednesday: Testing workshop

Oct 30, Friday I+II: Final project presentations + wrap up

Detailed planning (may change)

18

3. Passing the course

Midterm exam: 25%

Final exam: 35%

Team project: 40%

Project = simulation of game production

Teams of 3 students

Delivered in four assignments

1. Game pitch and initial requirements for the game backlog [Sep 25]

2. Detailed planning and business model [Oct 9]

3. Game design, requirements alternatives and prioritization [Oct 23]

4. Reuse-oriented design and testing techniques [Nov 6]

For a grade of 8.5 or above, a prototype shall be delivered

Overview

19

3. Passing the course

In order to pass,

At least two of the three components should be fully sufficient (6.0 or above).

Two presentations are given by the team on the project

What happens if this is not the case?

Failing midterm or final exam retake exam

Failing part of the project hand in a revised version

Retake rules

20

3. Passing the course

Important dates

21

4. Website and material

Syllabus, news, lecture slides, schedule

http://gameproductionuu.wordpress.com

22

4. Website and material

Lecture slides

20+ mandatory papers to study

Will be covered by the exams

https://gameproductionuu.wordpress.com/literature/

No mandatory textbook

A list of optional books is provided online

Additional links on the website

23

5. Q&A

Don’t be shy, ask!

24

6. Defining videogames

Pictorial definition #1

Unnamed picture by herzeleyd is licensed under CC BY-NC-SA 2.0

Game: “The Fallen Angels”

25

6. Defining videogames

Pictorial definition #2

GTA V Gameplay (57) - SMADE MEDIA by SMADEIMEDIA Galleria is licensed under CC BY-NC 2.0

26

1. Defining videogames

Towards an intuitive definition?

27

6. Defining videogames

it is an artefact in a digital visual medium,

is intended primarily as an object of entertainment,

and is intended to provide such entertainment through the employment of one or both of the following modes of engagement:

rule-bound gameplay or

interactive fiction

Examples

Rule-bound gameplay: Tetris

Interactive fiction: text adventures

Textual definition #1 [Tavinor 2008]

28

6. Defining videogames

Videogames are interactive applications that enter into interaction with a player

Textual definition #2 [Djaouti, 2007]

29

6. Defining videogames

Play vs. game (an ontological/epistemological study)

30

6. Defining videogames

A big debate exists on what videogames are

… but we are very good at recognizing whether something is a videogame or not

In this course, we won’t be strict:

flight simulators are videogames

Simcity is a videogame

… but MS Word is not a videogame

… and FourSquare is not a videogame too

Concluding

31

7. Game genres

Just like for the definition of a videogame, many videogame taxonomies exist

Let’s review some!

One of the earliest [Crawford 1984]

Skill and action game vs. Strategy game

How to classify games?

Half-Life 2: Episode One by kartooner is

licensed under CC BY-NC-ND 2.0

Freeciv

32

7. Game genres

Scientifically weak, but these terms are pervasive

Action

Adventure

Action-Adventure

Role-Playing

Simulation

Strategy

Sports

Wikipedia’s classification (retrieved Jan 19, 2014)

33

7. Game genres

Quick reflexes, accuracy, timing to overcome obstacles

Many have emphasis on combat

Fighting games

First-person shooters

Action games: examples

Unnamed picture by herzeleyd is licensed

under CC BY-NC-SA 2.0

Half-Life 2: Episode One by kartooner is

licensed under CC BY-NC-ND 2.0

34

7. Game genres

Unimportance of action and reflex

Solving “puzzles” in the environment

Adventure games: examples

Maniac mansion (1987)

Myst (1993)

35

7. Game genres

Combine action and adventure

With the advent of 3D, most adventures include action elements

Action-adventure games

Legend of Zelda: Ocarina of time (1998)

36

7. Game genres

The players controls the actions of a protagonist immersed in a fictional world

… but isn’t this an action-adventure game?

Role-playing games

Final Fantasy XI (2003)

37

7. Game genres

They closely simulate aspects of a real or fictional reality

Construction and management

Life

Vehicle

Simulation games

Simlife (1992) Flightgear 1.0 (2008)

38

7. Game genres

Require careful thinking and planning to win

… but what about action games or role-playing games?

Strategy games

FreeCiv 2.1.0

Scorched 3D

39

7. Game genres

Enable the virtual playing of some sport

How do they relate to previous categories???

Sports games

FIFA 14 (2013)

40

7. Game genres7. Game genres

A more conceptual approach [Lindley 2003]

41

7. Game genres

Gambling: decisions of gain or loss made by chance within a framework of agreed rules

Ludology: a game is a goal-directed and competitive activity conducted within a framework of agreed rules

Narratology: an experience that is structured in time

Simulation: a representation of the function, operation or features of one process or system through the use of another

A more conceptual approach [Lindley 2003]

42

7. Game genres

Exercise: apply the framework!

43

8. The game industry

Data from the Entertainment Software Association

Data from the US

Recent stats on “who’s playing” – 2015

44

8. The game industry

Not only men

Not youngsters

Recent stats on “who’s playing” – 2015

45

8. The game industry

Social games!

Recent stats on “who’s playing” – 2015

46

8. The game industry

Recent stats on “who’s playing” – 2015

47

8. The game industry

Recent stats on “who’s playing” – 20135

48

9. Social aspects

Crime, violence, racism

An often-heard adagio is that “playing (violent) games incurs in aggressive people”

Is that true?

Correlations have been found, e.g., [Gentile 2003]

However, no definite conclusion can be drawn [Griffiths 2005]

Racism – a famous example is GTA: Vice City (2002)

In a fictionalized Miami, war between Haitians and Cubans

Coarse discriminatory language was used between the gangs

Rockstar (the developer/producer) changed a sentence

49

9. Social aspects

Addiction

The excessive or compulsive use of video-games, which interferes with one’s life

Social isolation

Mood swings

Diminished imagination

A special sub-case is “internet gaming addiction”

This term started as early as 1978 with Space Invaders!

In some countries, this is recognized as an actual addiction, and treatment centers have been opened

South Korea, China, the Netherlands (now closed), Canada, US, Australia

50

9. Social aspects

Rating and censorship

In most countries, before release, games need to get a rating certification based on their content

US: Entertainment Software Rating Board (ESRB)

Europe: Pan European Game Information (PEGI)

Censorship applies to games too, and some games had to be modified accordingly

Call of Duty: World at War – removed all Nazi-related content

Resident Evil 4 – in Japan, decapitations are not shown

Metal Gear Solid (Game Boy) – in North America, no reference to smoking

Irrespective of whether one agrees or not, when producing a game, these are key aspects to consider

51

9. Social aspects

Positive effects

Unlike other media, gain full attention by the player

They can be used for learning

Already used in the army and to train pilots

They can become the unlikely champion of education [Fergusson, 2007]

Hand-eye coordination

Full-body movement, with new consoles such as Wii

Relief of stress

This leads to serious games (also called applied games): games used beyond the mere purpose of entertaining

52

Forming the teams

By September 9, 23.59

https://goo.gl/axT7Lx

53

References

1. Lindley, Craig A. "Game taxonomies: A high level framework for game analysis and design.", Gamasutra. URL: www. gamasutra.com/features/20031003/lindley_01. shtml, (2003).

2. Walther, Bo Kampmann. "Playing and gaming." Game Studies 3, no. 1 (2003): 1-20.

Mandatory

54

References

Crawford, Chris. "The art of computer game design", (1984).

Djaouti, Damien, Julian Alvarez, J. P. Jessel, G. Methel, and P. Molinier. "The nature of gameplay: a videogame classification." Cybergames2007 (2007).

Ferguson, Christopher John. "The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games." Psychiatric Quarterly 78.4 (2007): 309-316.

Gentile, Douglas A., et al. "The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance." Journal of adolescence 27.1 (2004): 5-22.

Griffiths, Mark. "Video games and Health: Video gaming is safe for most players and can be useful in health care." BMJ: British Medical Journal331.7509 (2005): 122.

Tavinor, Grant. "Definition of videogames", Contemporary Aesthetics 6 (2008).

Optional